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Score Multipliers for 4~8k [osu!mania]

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +28
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Lno

peppy wrote:

Why not ranking boards for each country for each key number for each unique mod combination for each state in each country for each period since the last lunar eclipse.
You don't have to go that far. <_>

I don't see why score should change with keys it should just be different ranking boards for each key. Putting a 4k player together with a 7k player is just silly.
theowest

Lno wrote:

peppy wrote:

Why not ranking boards for each country for each key number for each unique mod combination for each state in each country for each period since the last lunar eclipse.
You don't have to go that far. <_>

I don't see why score should change with keys it should just be different ranking boards for each key. Putting a 4k player together with a 7k player is just silly.
stop it. you're just making it worse
Lno
How am I making it worse by stating my opinion? I just don't like that there's a score deduction for different key modes.
theowest
It's a mod. All mods are suppose to be viewed on the ranking. Are you seriously considering separate rankings for each key mod?

Support this mod filter request instead
t/88988
Lno
I'm complaining more about the score reduction for having different key mods active rather than the ranking board stuff so that filter doesn't really affect my complaint.

I would rather the scores be equal for all of the key mods but since others were already complaining about the difference in difficulty with keys the idea of different ranking boards would fix this.
MillhioreF
I'd be all for different ranking charts for the 5 different key amounts, but there are 2 main problems with that:
1. It divides players and makes for less competition (the big one)
2. It'd be annoying on the web (either you add another dropdown menu just for mania or add a new tab for every game mode, which is cluttered and unintuitive)

Besides, you're going against the nature of how the map was naturally generated, and changing it so it's not the original map any more, just like what any other mod does. Separate leaderboards for each key amount would be like having separate leaderboards for nomod, easy, halftime, hard rock and doubletime (since each one changes how the map plays)
MMzz
I'm not sure how upping the key mode will always make things harder.

Take and easy map (4Keys) and turn on 8Key, you won't even use every lane and you still play the same rhythm. I don't understand how that is harder, it's just using a different amount of lanes to the same rhythm. You can also get other results of less double/triple/quad key presses because things are more spread out. That's harder, right?

Also: Overall leaderboards are not and never will be 100% accurate. You're missing the point of the game if ranking up is the only objective.
TheVileOne
^ Actually it's highly likely to use every lane and it's not the same rhythm. The rhythm uses more keys and there are more chords. Also that's nitpicking. Out of 20 thousand ranked beatmaps, if there exists a few maps that are easier on higher keys then we shouldn't happen. (Not to say I agree with extra multipliers, but seriously not a good way to approach things).

There also isn't many double presses in Easies, and it's almost always certain to have three chord presses when you bump things up to 7K, and even more so with 8 key, because the game allows it to happen more frequently.

I don't think whether or not some difficulties or easy or not is the problem. woc seems to be pretty anal about this 1 million max and at this rate the regular DT, hidden, Hardrock wont even have positive multipliers.
MillhioreF
woc's method doesn't even make sense with hard rock. All it does is make harsher hit leniency, which... would result in more lenient hits??
Kitsunemimi
I currently don't really have the energy to put my full opinion here, but I still think it's really silly that you get a score reduction if you want to increase the number of keys.
Anzo

peppy wrote:

Why not ranking boards for each country for each key number for each unique mod combination for each state in each country for each period since the last lunar eclipse.
LOL'ed, this made my day XD

Anyways, score multipliers? Why not score additives?
Something like ... increase by 30000 per key added and decrease by 40000 per key subtracted... and it this will be included in the base score of 1M

Diff is 4K
4K (+0)
5K (+30000)
6K (+60000)
7K (+90000)
8K (+120000)


Diff is 7K
8K (+30000)
7K (+0)
6K (-40000)
5K (-80000)
4K (-120000)
Amefuri Koneko
Anyways, score multipliers? Why not score additives?
Something like ... increase by 30000 per key added and decrease by 40000 per key subtracted... and it this will be included in the base score of 1M

Diff is 4K
4K (+0)
5K (+30000)
6K (+60000)
7K (+90000)
8K (+120000)


Diff is 7K
8K (+30000)
7K (+0)
6K (-40000)
5K (-80000)
4K (-120000)
You just basically wrote score multipliers assuming max score is 1000000, lol

4K (1.0x) = (+0)
5k (1.03x) = (+30000)
6k (1.06x) = (+60000)
7k (1.09x) = (+90000)
8k (1.12x) = (+120000)

0.03x per key, imho, making positive multipliers for more keys is like killing everything except 8k. Why would anyone even bother playing 4k or 6k if he can start learning 8k straight from easy diffs and even learning proccess is highly rewarded. Also I guess playing 7k\5k is actually harder than 8k\6k, because of that middle button.
Anzo

Ami Furi Koneko wrote:

You just basically wrote score multipliers assuming max score is 1000000, lol
That's because this is getting too mainstream. ... because there's something I have in mind regarding about the difficulty-reduction and diff-increase mods in gameplay... (Make score additive instead of multiplying values... even on EZ, NF and HT etc etc mods)
Yuzeyun

MMzz wrote:

You're missing the point of the game if ranking up is the only objective.
/thread
theowest


I guess this is a step in the right direction.
XEPCOH
go go 1k, 2k and 3k mods!
for cookiezies, 9k, 10k, ... , 304343904390439k
Saten

Don Omar wrote:

go go 1k, 2k and 3k mods!
for cookiezies, 9k, 10k, ... , 304343904390439k
Now you're just exaggerating lol
Amefuri Koneko
Reposting question about monthly charts and current score system.
Well, I get the point about getting rainbow 300s for regular rankings and I'm ok with it, but what about monthly ranking charts? They always were based on score and a possibility to play easier diffs and get the same rankings as for harder ones is an issue IMO. Making monthly charts PP based (if it's planned solution for this) will also require playing every diff to get max PP for each song, which isn't really fun.
deadbeat

Ami Furi Koneko wrote:

Making monthly charts PP based (if it's planned solution for this) will also require playing every diff to get max PP for each song, which isn't really fun.
monthly charts being scored of pp would be kinda silly imo. also you don't need to play every diff to get max pp >_> just get #1 on the hardest map with 100% for that.

anyway

Ami Furi Koneko wrote:

but what about monthly ranking charts? They always were based on score and a possibility to play easier diffs and get the same rankings as for harder ones is an issue IMO.
that might be a issue....i don't really see it as a massive issue though. but it would be kinda strange people get in the top 5 for the ranking charts just from playing the Easy difficulties >_<
Hanyuu
that might be a issue...





i don't really see it as a massive issue though.



but it would be kinda strange



people get in the top 5 for the ranking charts just from playing the Easy difficulties >_<
bwross

deadbeat wrote:

Ami Furi Koneko wrote:

Making monthly charts PP based (if it's planned solution for this) will also require playing every diff to get max PP for each song, which isn't really fun.
monthly charts being scored of pp would be kinda silly imo. also you don't need to play every diff to get max pp >_> just get #1 on the hardest map with 100% for that.
Yeah, but they're probably coming:
t/95988

And the thing is that with pp, you do need to play every diff, or risk being nickle and dimed by someone who did, because you can score pp on multiple diffs in a set (which is good and bad). This can be potentially reduced by using a very aggressive weighting curve to limit the number of maps that a player can count. Or doing the total rank score thing, and using only the highest pp from each set (but only for charts) is another way... but I'm not fond of it.

My big concern with using pp for charts is that it's a statistical method, and for stats to work well, you need lots of data... and there doesn't seem to be very many real competitors on the charts (look at the #1 and the #40 scores on a chart, if things were competitive they should be a lot closer than they are).

But since osu!mania is implemented with normalized scoring, there's probably no better way for it. Especially with the max score fixed even with mods... because the bonus for using mods will essentially only be given in pp.
Bites
Lower key mods are now at 0.8x yet the changelog says 0.86. Is this temporary?
peppy

Ami Furi Koneko wrote:

will also require playing every diff to get max PP for each song, which isn't really fun.
This shows a lack of understanding in how pp works.. It was made to scale and will work correctly when implemented for charts, too.
TheVileOne
Don't worry about pp gains. woc's system will work quite smoothly. Full rainbowing a song is very difficult. The mods will make it easier to get max points or at the very least closer to max points than if you just went through the map and did the same performance without said mod. It's kind of counter intuitive to say it is making it easier by making it harder, but it's really a difficulty tradeoff. You must deal withmod impairments in return for better point returns.

And really that has nothing to do with applying score multipliers for keys. With the way woc is treating multipliers, adding equal multipliers to higher key mods seems less of an option. It doesn't make sense that a non-7K map changed to a 7K map would be worth more points overall than a 7K map. If the ceiling remains 1,000,000, then I don't think weighting the mod at a gain is even feasible.
Hanyuu
Don't worry about pp gains. woc's system will work quite smoothly. Full rainbowing a song is very difficult.
Humanly impossibly @@

The mods will make it easier to get max points or at the very least closer to max points than if you just went through the map and did the same performance without said mod.
wtf mods decrease score

It's kind of counter intuitive to say it is making it easier by making it harder, but it's really a difficulty tradeoff. You must deal withmod impairments in return for better point returns.
???
Extreme Edition
I play normal difficulty maps this period, i hate playing 4K, i like to use 7K mod, but I'm not "pro" to play insane7K maps (the same situation for other players), why should be penalized for using more keys?, is more difficult, unfair and pointless the score reduction :o

woc2006 wrote:

Firstly, I don't agree with using nK mods to get higher scores, so all nK mods are <1 multipliers.
Secondly, I've made different multipilers for 2 cases, play with more keys and play with less keys.
suggest a small increase multiplier for K mods :D

Example Normal map (4K)

4K 1.00
5K 1.01
6K 1.02
7K 1.03
8K 1.04


Example Hard map (5K)

4K 0.86
5K 1.00
6K 1.02
7K 1.03
8K 1.04


Example Hard map (6K)

4K 0.86
5K 0.90

6K 1.00
7K 1.03
8K 1.04


Example Insane map (7K)

4K 0.86
5K 0.90
6K 0.94

7K 1.00
8K 1.04

Example Extra map (8K)

4K 0.86
5K 0.90
6K 0.94
7K 0.98

8K 1.00




Is that possible?...
TheVileOne
I would agree that if all higher keys had 1.0x with no benefits once so ever, I would support this. That would indicate that increasing the key count is due to personal preference and it is. Really these keys can't be worth more than existing xK maps and shouldn't be treated special compared to those maps.


woc2006, that is fair right?
Lno
I don't see why the decrease is there for lower keys. Just let people compete with the mode they're most comfortable with, why penalize them for playing the mode they enjoy.
Bites

Lno wrote:

I don't see why the decrease is there for lower keys. Just let people compete with the mode they're most comfortable with, why penalize them for playing the mode they enjoy.
Realistically, 4k IS easier than 7k.

Perhaps there are 4k players who disagree with that, but as a very experienced 4k player I feel like the score reduction is necessary.

It's A BIT too much to roll it down to 0.80x, however. 0.9x was fine. There are quite a few 7k players who are far more than capable of trashing my 4k scores, even if I did not have any score reduction on my 4k plays. With a reduction of 0.9x, if they're able to get very close to or past that 900,000 mark, I can guarantee that NO 4k player will be nomodding their way past your score. (Entozer FC'd freedom dive four dimensions on 7k, which I've been trying to do since way before mania was ranked)

I was happy with the 0.9x because that means I could've put on HR, and either DT or HD and gotten myself up to 1.00x! (Assuming the difficulty increase mods will work that way) That no longer seems like it'll be possible, though. It really does seem unfair to completely restrict a player's ability to achieve a good rank on a song because of how they may prefer to play.

I'd say, for keymods that decrease count, 0.90x. For keymods that either increase keycount, or decrease count but are one below the map's set keycount (7k down to 6k) 0.95x.

It's already practically impossible to get a high rank with 0.90x on anything easy to hard, and some insanes (that is, if the map has been played by more than ten people!). The only chance that, let's say, myself would have to get high ranks with 4k on any map, would be to play ridiculously hard files (Banned Forever, Freedom Dive FD) since I myself am capable of achieving 99% FC's on these maps - a feat that a lot of the newer 7k players cannot do. I've also been playing 4k for quite a long time.

I don't think people should expect to be beating high level 4k players on hard songs like Chipscape or Ascension to Heaven unless they really know what they're doing, and have been playing 7k for as long as those high level 4k players have been playing 4k. It seems absurd to restrict these skilled 4k players and pull them behind so many scores.

My two cents, and you'll probably all think I'm an idiot! :)
Extreme Edition

TheVileOne wrote:

I would agree that if all higher keys had 1.0x with no benefits once so ever, I would support this. That would indicate that increasing the key count is due to personal preference and it is. Really these keys can't be worth more than existing xK maps and shouldn't be treated special compared to those maps.


woc2006, that is fair right?
This seems to work, all KeyMods x1.00

But some maps greatly increase the difficulty, for example 5K map with 8K mod is very hard

Bites wrote:

Lno wrote:

I don't see why the decrease is there for lower keys. Just let people compete with the mode they're most comfortable with, why penalize them for playing the mode they enjoy.
Realistically, 4k IS easier than 7k.

Perhaps there are 4k players who disagree with that, but as a very experienced 4k player I feel like the score reduction is necessary.

It's A BIT too much to roll it down to 0.80x, however. 0.9x was fine. There are quite a few 7k players who are far more than capable of trashing my 4k scores, even if I did not have any score reduction on my 4k plays. With a reduction of 0.9x, if they're able to get very close to or past that 900,000 mark, I can guarantee that NO 4k player will be nomodding their way past your score. (Entozer FC'd freedom dive four dimensions on 7k, which I've been trying to do since way before mania was ranked)

I was happy with the 0.9x because that means I could've put on HR, and either DT or HD and gotten myself up to 1.00x! (Assuming the difficulty increase mods will work that way) That no longer seems like it'll be possible, though. It really does seem unfair to completely restrict a player's ability to achieve a good rank on a song because of how they may prefer to play.

I'd say, for keymods that decrease count, 0.90x. For keymods that either increase keycount, or decrease count but are one below the map's set keycount (7k down to 6k) 0.95x.

It's already practically impossible to get a high rank with 0.90x on anything easy to hard, and some insanes (that is, if the map has been played by more than ten people!). The only chance that, let's say, myself would have to get high ranks with 4k on any map, would be to play ridiculously hard files (Banned Forever, Freedom Dive FD) since I myself am capable of achieving 99% FC's on these maps - a feat that a lot of the newer 7k players cannot do. I've also been playing 4k for quite a long time.

I don't think people should expect to be beating high level 4k players on hard songs like Chipscape or Ascension to Heaven unless they really know what they're doing, and have been playing 7k for as long as those high level 4k players have been playing 4k. It seems absurd to restrict these skilled 4k players and pull them behind so many scores.
is absolutely right
bwross

TheVileOne wrote:

I would agree that if all higher keys had 1.0x with no benefits once so ever, I would support this. That would indicate that increasing the key count is due to personal preference and it is.
The thing is that there's a rule in balancing games... if you give the player a lot of control over something, you need to assume that they'll use it to make their life easier. Even if it could be used to make things harder, it's known that increasing this can also make things easier (the fact that people talk about wanting to play at their "preference" level is proof of this... there's also the issue of parity, 6K will be easier than 5K to someone who hates odd parity). And so the safe course of action is to assume that even if someone does use the Kmods to increase the number of keys, that the map is now easier for them and should score a bit less than if they played it without being able to select their preference.
Bites
I have one question though, because these maps makes me really question how the system decides the keycount to use.

http://osu.ppy.sh/s/37065

Why is this map 6k? It's far harder than many of the maps I've played that default to 7k.

http://osu.ppy.sh/s/47710

Why is the 0108 difficulty 5k?

Is mystery.
TheVileOne

bwross wrote:

TheVileOne wrote:

I would agree that if all higher keys had 1.0x with no benefits once so ever, I would support this. That would indicate that increasing the key count is due to personal preference and it is.
The thing is that there's a rule in balancing games... if you give the player a lot of control over something, you need to assume that they'll use it to make their life easier. Even if it could be used to make things harder, it's known that increasing this can also make things easier (the fact that people talk about wanting to play at their "preference" level is proof of this... there's also the issue of parity, 6K will be easier than 5K to someone who hates odd parity). And so the safe course of action is to assume that even if someone does use the Kmods to increase the number of keys, that the map is now easier for them and should score a bit less than if they played it without being able to select their preference.
That shouldn't be an issue, because you're claiming that because it's easier to play on 6 key instead of 5 key for some people, because they prefer to play it that way will create some sort of advantage and it wouldn't. 6K > Harder to max no matter how you look at it and in 99% of mania conversions the set key is easier than all higher key versions.

And the important thing to note is that there is NO benefit to increasing the key count other than personal preference. It would make a lot of players happy if they could play with the keycount they want on the maps they want (as long as its higher) without penalty. If someone who is good at 5K comes along, they can match a player playing with 6K, 7K etc, because they are all worth the same amount of points in the long run. It doesn't matter what key you choose if it's higher. The rankings shouldn't be divided by who's good at this key or that key, it should be who's good at this map or that map. There's no sense dividing the mania player base by key tolerance in the rankings.

Why punish the player because his favorite song doesn't translate into the key count he prefers?

Making a map that suits his key tolerance is not a good answer to this.
Bites

TheVileOne wrote:

That shouldn't be an issue, because you're claiming that because it's easier to play on 6 key instead of 5 key for some people, because they prefer to play it that way will create some sort of advantage and it wouldn't. 6K > Harder to max no matter how you look at it and in 99% of mania conversions the set key is easier than all higher key versions.

And the important thing to note is that there is NO benefit to increasing the key count other than personal preference. It would make a lot of players happy if they could play with the keycount they want on the maps they want (as long as its higher) without penalty. If someone who is good at 5K comes along, they can match a player playing with 6K, 7K etc, because they are all worth the same amount of points in the long run. It doesn't matter what key you choose if it's higher. The rankings shouldn't be divided by who's good at this key or that key, it should be who's good at this map or that map. There's no sense dividing the mania player base by key tolerance in the rankings.

Why punish the player because his favorite song doesn't translate into the key count he prefers?

Making a map that suits his key tolerance is not a good answer to this.
And I shall reiterate: lower keycounts than what is defined is still pretty well easier, so I support a small score decrease of 0.90x for lower keycounts and such.

Higher keycounts should perhaps not be penalized, though? :?
Topic Starter
Anceri

Bites wrote:

TheVileOne wrote:

That shouldn't be an issue, because you're claiming that because it's easier to play on 6 key instead of 5 key for some people, because they prefer to play it that way will create some sort of advantage and it wouldn't. 6K > Harder to max no matter how you look at it and in 99% of mania conversions the set key is easier than all higher key versions.

And the important thing to note is that there is NO benefit to increasing the key count other than personal preference. It would make a lot of players happy if they could play with the keycount they want on the maps they want (as long as its higher) without penalty. If someone who is good at 5K comes along, they can match a player playing with 6K, 7K etc, because they are all worth the same amount of points in the long run. It doesn't matter what key you choose if it's higher. The rankings shouldn't be divided by who's good at this key or that key, it should be who's good at this map or that map. There's no sense dividing the mania player base by key tolerance in the rankings.

Why punish the player because his favorite song doesn't translate into the key count he prefers?

Making a map that suits his key tolerance is not a good answer to this.
And I shall reiterate: lower keycounts than what is defined is still pretty well easier, so I support a small score decrease of 0.90x for lower keycounts and such.

Higher keycounts should perhaps not be penalized, though? :?
I agree with this,
I'd prefer lower keycounts to have a smaller score multiplier and for higher keycounts, they should remain 1.0, because it's the user's preference to use a higher keycount.
bwross

TheVileOne wrote:

That shouldn't be an issue, because you're claiming that because it's easier to play on 6 key instead of 5 key for some people, because they prefer to play it that way will create some sort of advantage and it wouldn't. 6K > Harder to max no matter how you look at it and in 99% of mania conversions the set key is easier than all higher key versions.
The thing is that it isn't harder no matter how you look at it... in some ways it's easier. Like with AR, increasing things makes things harder, except in the ways that it makes them easier. Also note that what I said means that decreasing from 6K to 5K can make things more awkward and harder for some people. If you think that lower K is easier, and a map is rated lower K than you normally play... just play it at that K. Play the game. It's that simple. If you're not playing the game, just accept that you have to pay a little to get things your way and live with it.

And the important thing to note is that there is NO benefit to increasing the key count other than personal preference.
If it's to be nothing more than a preference, and not part of the game, then things are easy. All K levels should be worth 1.0x... up, down, doesn't matter. Let the pp algorithm decide if your nK play was worth significantly more or less on a mK rated map.
Bites

bwross wrote:

If it's to be nothing more than a preference, and not part of the game, then things are easy. All K levels should be worth 1.0x... up, down, doesn't matter. Let the pp algorithm decide if your nK play was worth significantly more or less on a mK rated map.

bwross wrote:

Let the pp algorithm decide if your nK play was worth significantly more or less on a mK rated map.
this doesn't sound like too bad of an idea, actually.. no score reduction, but perhaps playing with the amount of keys the map told you to play with gives more PP? idk >.<
DJKero

Bites wrote:

Lno wrote:

I don't see why the decrease is there for lower keys. Just let people compete with the mode they're most comfortable with, why penalize them for playing the mode they enjoy.
Realistically, 4k IS easier than 7k.

Perhaps there are 4k players who disagree with that, but as a very experienced 4k player I feel like the score reduction is necessary.

It's A BIT too much to roll it down to 0.80x, however. 0.9x was fine. There are quite a few 7k players who are far more than capable of trashing my 4k scores, even if I did not have any score reduction on my 4k plays. With a reduction of 0.9x, if they're able to get very close to or past that 900,000 mark, I can guarantee that NO 4k player will be nomodding their way past your score. (Entozer FC'd freedom dive four dimensions on 7k, which I've been trying to do since way before mania was ranked)

I was happy with the 0.9x because that means I could've put on HR, and either DT or HD and gotten myself up to 1.00x! (Assuming the difficulty increase mods will work that way) That no longer seems like it'll be possible, though. It really does seem unfair to completely restrict a player's ability to achieve a good rank on a song because of how they may prefer to play.

I'd say, for keymods that decrease count, 0.90x. For keymods that either increase keycount, or decrease count but are one below the map's set keycount (7k down to 6k) 0.95x.

It's already practically impossible to get a high rank with 0.90x on anything easy to hard, and some insanes (that is, if the map has been played by more than ten people!). The only chance that, let's say, myself would have to get high ranks with 4k on any map, would be to play ridiculously hard files (Banned Forever, Freedom Dive FD) since I myself am capable of achieving 99% FC's on these maps - a feat that a lot of the newer 7k players cannot do. I've also been playing 4k for quite a long time.

I don't think people should expect to be beating high level 4k players on hard songs like Chipscape or Ascension to Heaven unless they really know what they're doing, and have been playing 7k for as long as those high level 4k players have been playing 4k. It seems absurd to restrict these skilled 4k players and pull them behind so many scores.

My two cents, and you'll probably all think I'm an idiot! :)
First two lines have the epic win...

It's really pointless if Newbie Beatgamers start to say their opinion and we take them in count... the amateurs and pros, we all know that -K need a Multiplier Reduce and +K a Multiplier Boost...

woc2006 is very stubborn thinking he's doing ALL right, also, peppy supports him instead of helping him to think a bit more on cold...

Stop your ego's a bit, we know that you're doing your best guys, but with nK and 1M Fixed Score you'll get hardcore beatgamers away of mania!...
DJKero

peppy wrote:

Why not ranking boards for each country for each key number for each unique mod combination for each state in each country for each period since the last lunar eclipse.
Peppy: It seems that you don't even have an idea of what you are talking about if you see the Separate Ranking Boards for Each Key Mode USELESS...

Would you like to have 5 beatmaps submitted for BAT aproval and ranking for each song beatmappers do?

Or you prefer to have 5 Separated Rank Boards for each native key mode?

Think of it, you'll not going to help mappers with this, because of the one's that know at least a lil of beatgames knows that a more keys mode needs to be separated of minus ones coz the Difficulty Gap between them is Really High...

Also take in count that if a mapper make a full beatmap of each keymode it'll be in queue a lot because of max beatmap submission for each user, there's a LOT of problems BIGGER than making a Code change and adding separated MySql or the DB's that you use for Osu! ranks...

It's REALLY A INFINITE BLACK HOLE THERE... Think of it. ;) I'm sure you know that I'm not a freely talking stupid guy, I talking about incoming facts... 8-)
Ahmi
0.75x - n*0.05x (where n is the number of keys decreased) if you decrease the number of keys, 0.8x if you increase it.
For example, on a 7K song:
4K - 0.6x
5K - 0.65x
6K - 0.7x
7K - 1x
8K - 0.8x
That's my opinion on that matter.
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